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Injury Table

If you are reduced to 0 HP in combat, you immediately roll 1d20. You must roll under your Con Score or you
receive an injury. If you receive an injury, roll 1d10

A Cleric can use a small ritual healing spell to accelerate the healing, or a more powerful spell to instantly cure the
injury. However these spells consume components and the priest in question may charge extra for the service.

d10 Injury (Effect) Recovery


1 Broken Arm Naturally: Four Months (2 GP Cast)
Disadvantage on Weapon Attacks, Strength or Dexterity Checks Magic: One Week (50 GP Components)
with that arm Magic: Instant (300 GP Components)
2 Dislocated Shoulder Naturally: 8 Weeks (1 GP Sling)
Disadvantage on Weapon Attacks, Strength or Dexterity Checks Magic: One Day (10 GP Components)
with that arm Magic: Instant (50 GP Components)
3 Bruised Ribs Naturally: Three Weeks
Vulnerable to Bludgeoning Damage Magic: Four Days (10 GP Components)
Take 1d4 damage every 5 ft. when you Dash. Magic: Instant: (100 GP Components)
4 Broken Fingers Naturally: Six Weeks (1 GP Splint)
Can’t use weapon, spell focus, or components in injured hand. Magic: Three Days (10 GP Components)
Can’t wield two-handed weapons. Magic: Instant (150 GP Components)
5 Deep Gash Untreated: See Infected Wound
Max HP reduced by 10 – Your Con Mod Naturally: Two Weeks (5 SP Bandages)
Disadvantage on Constitution Saving Throws Magic: Three Days (5 GP Components)
Critical Hits deal an extra d8 damage to you. Magic: Instant (15 GP Components)
6 Punctured Lung Naturally: 8 Weeks (5 GP Treatment)
Disadvantage on Constitution Saving Throws Magic: Five Days (50 GP Components)
You can hold your breath half as long as normal Magic: Instant: (300 GP Components)
Vulnerability to damage from inhaled poisons.

7 Dismemberment The limb must be replaced with a


If you roll this on the d10, make a Constitution Saving Throw, DC prosthetic or regrown via the
12. On a Success you suffer no injury. On a 7 to 11, you lose an Regeneration spell.
arm. On a 1-6, you lose a leg.
8 Sprained Ankle
Speed reduced by 10 Ft.
Disadvantage on Dexterity Saving Throws
9 Cracked Skull Naturally: Six Weeks
Disadvantage on Intelligence and Wisdom Saving Throws. Magic: Two Days (25 GP Components)
Concentration Check DCs raised by 5. Magic: Instant (100 GP Components)
10 Broken Leg Naturally: Four Months (3GP Cast)
Speed halved. Disadvantage on Strength and Dexterity Saving Magic: One Week (50 GP Components)
Throws that involve use of the legs. Disadvantage on Strength Magic: Instant (350 GP Components)
and Dexterity Ability Checks that involve use of the legs.
- Infected Wound Untreated: Natural 20 Con Save tried
Max HP reduced by 20 – Your Constitution Modifier. once per day
Disadvantage on Constitution and Death Saving Throws. Treated: Three Weeks (10 GP salves and
Critical hits deal an extra d12 damage to you. bandages)
Magic: Instant: (50 GP Components)

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